eden/src/yuzu/migration_worker.cpp

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#include "migration_worker.h"
#include <filesystem>
#include "common/fs/path_util.h"
MigrationWorker::MigrationWorker(const LegacyEmu selected_legacy_emu_,
const bool clear_shader_cache_,
const MigrationStrategy strategy_)
: QObject()
, selected_legacy_emu(selected_legacy_emu_)
, clear_shader_cache(clear_shader_cache_)
, strategy(strategy_)
{}
void MigrationWorker::process()
{
namespace fs = std::filesystem;
const auto copy_options = fs::copy_options::update_existing | fs::copy_options::recursive;
std::string legacy_user_dir;
std::string legacy_config_dir;
std::string legacy_cache_dir;
#define LEGACY_EMU(emu) \
case LegacyEmu::emu: \
legacy_user_dir = Common::FS::GetLegacyPath(Common::FS::LegacyPath::emu##Dir).string(); \
legacy_config_dir = Common::FS::GetLegacyPath(Common::FS::LegacyPath::emu##ConfigDir) \
.string(); \
legacy_cache_dir = Common::FS::GetLegacyPath(Common::FS::LegacyPath::emu##CacheDir) \
.string(); \
break;
switch (selected_legacy_emu) {
LEGACY_EMU(Citron)
LEGACY_EMU(Sudachi)
LEGACY_EMU(Yuzu)
LEGACY_EMU(Suyu)
}
#undef LEGACY_EMU
fs::path eden_dir = Common::FS::GetEdenPath(Common::FS::EdenPath::EdenDir);
fs::path config_dir = Common::FS::GetEdenPath(Common::FS::EdenPath::ConfigDir);
fs::path cache_dir = Common::FS::GetEdenPath(Common::FS::EdenPath::CacheDir);
fs::path shader_dir = Common::FS::GetEdenPath(Common::FS::EdenPath::ShaderDir);
try {
fs::remove_all(eden_dir);
} catch (fs::filesystem_error &_) {
// ignore because linux does stupid crap sometimes.
}
switch (strategy) {
case MigrationStrategy::Link:
// Create symlinks/directory junctions if requested
// Windows 11 has random permission nonsense to deal with.
try {
fs::create_directory_symlink(legacy_user_dir, eden_dir);
} catch (const fs::filesystem_error &e) {
emit error(tr("Linking the old directory failed. You may need to re-run with "
"administrative privileges on Windows.\nOS gave error: %1")
.arg(tr(e.what())));
return;
}
// Windows doesn't need any more links, because cache and config
// are already children of the root directory
#ifndef WIN32
if (fs::is_directory(legacy_config_dir)) {
fs::create_directory_symlink(legacy_config_dir, config_dir);
}
if (fs::is_directory(legacy_cache_dir)) {
fs::create_directory_symlink(legacy_cache_dir, cache_dir);
}
#endif
break;
case MigrationStrategy::Move:
// Rename directories if deletion is requested (achieves the same result)
fs::rename(legacy_user_dir, eden_dir);
// Windows doesn't need any more renames, because cache and config
// are already children of the root directory
#ifndef WIN32
if (fs::is_directory(legacy_config_dir)) {
fs::rename(legacy_config_dir, config_dir);
}
if (fs::is_directory(legacy_cache_dir)) {
fs::rename(legacy_cache_dir, cache_dir);
}
#endif
break;
case MigrationStrategy::Copy:
default:
// Default behavior: copy
fs::copy(legacy_user_dir, eden_dir, copy_options);
if (fs::is_directory(legacy_config_dir)) {
fs::copy(legacy_config_dir, config_dir, copy_options);
}
if (fs::is_directory(legacy_cache_dir)) {
fs::copy(legacy_cache_dir, cache_dir, copy_options);
}
success_text.append(tr("\n\nIf you wish to clean up the files which were left in the old "
"data location, you can do so by deleting the following directory:\n"
"%1")
.arg(QString::fromStdString(legacy_user_dir)));
break;
}
// Delete and re-create shader dir
if (clear_shader_cache) {
fs::remove_all(shader_dir);
fs::create_directory(shader_dir);
}
emit finished(success_text);
}